Documentation - Fix whitespaces and typos (#824)

- Fixed excessive whitespace in multi-line comments
- Corrected spelling errors (e.g., "selectionnable" → "selectable", "begenning" → "beginning")
- Improved comment formatting and readability
This commit is contained in:
luzpaz
2025-11-13 15:31:57 -05:00
committed by GitHub
parent 570b34b666
commit 79289339d8
161 changed files with 879 additions and 883 deletions

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@@ -26,7 +26,7 @@ class OpenGl_CappingAlgo
{
public:
//! Draw capping surfaces by OpenGl for the clipping planes enabled in current context state.
//! Depth buffer must be generated for the passed groups.
//! Depth buffer must be generated for the passed groups.
//! @param[in] theWorkspace the GL workspace, context state
//! @param[in] theStructure the structure to be capped
Standard_EXPORT static void RenderCapping(const Handle(OpenGl_Workspace)& theWorkspace,

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@@ -154,7 +154,7 @@ private:
Standard_Integer myCappedSubPlane; //!< sub-plane index within filtered chain; positive number for DisableAllExcept and negative for EnableAllExcept
Standard_Integer myNbClipping; //!< number of enabled clipping-only planes (NOT capping)
Standard_Integer myNbCapping; //!< number of enabled capping planes
Standard_Integer myNbCapping; //!< number of enabled capping planes
Standard_Integer myNbChains; //!< number of enabled chains
Standard_Integer myNbDisabled; //!< number of defined but disabled planes
// clang-format on

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@@ -133,7 +133,7 @@ public:
//! Removes Z layer. All structures displayed at the moment in layer will be displayed in
//! default layer (the bottom-level z layer). By default, there are always default
//! bottom-level layer that can't be removed. The passed theLayerId should be not less than 0
//! bottom-level layer that can't be removed. The passed theLayerId should be not less than 0
//! (reserved for default layers that can not be removed).
Standard_EXPORT void RemoveZLayer(const Graphic3d_ZLayerId theLayerId) Standard_OVERRIDE;

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@@ -82,8 +82,8 @@ public:
//! Update the shader object from external file in the following way:
//! 1) If external file does not exist, then it will be created (current source code will be
//! dumped, no recompilation) and FALSE will be returned. 2) If external file exists and it has
//! the same timestamp as myDumpDate, nothing will be done and FALSE will be returned. 3)
//! If external file exists and it has newer timestamp than myDumpDate, shader will be
//! the same timestamp as myDumpDate, nothing will be done and FALSE will be returned. 3)
//! If external file exists and it has newer timestamp than myDumpDate, shader will be
//! recompiled and TRUE will be returned.
//! @param theCtx OpenGL context bound to this working thread
//! @param theId GLSL program id to define file name

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@@ -597,8 +597,8 @@ public:
//! Update the shader program from external files (per shader stage) in the following way:
//! 1) If external file does not exist, then it will be created (current source code will be
//! dumped, no recompilation) and FALSE will be returned. 2) If external file exists and it has
//! the same timestamp as myDumpDate, nothing will be done and FALSE will be returned. 3) If
//! external file exists and it has newer timestamp than myDumpDate, shader will be recompiled
//! the same timestamp as myDumpDate, nothing will be done and FALSE will be returned. 3) If
//! external file exists and it has newer timestamp than myDumpDate, shader will be recompiled
//! and relinked and TRUE will be returned.
//! @param theCtx OpenGL context bound to this working thread
//! @param theFolder folder to store files; when unspecified, $CSF_ShadersDirectoryDump or current

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@@ -23,7 +23,7 @@
//! Auxiliary class to iteratively modify data of existing VBO.
//! It provides iteration interface with delayed CPU->GPU memory transfer to avoid slow per-element
//! data transfer. User should explicitly call Flush() method to ensure that all data is transferred
//! to VBO. Temporary buffer on CPU side can be initialized with lesser capacity than VBO to allow
//! to VBO. Temporary buffer on CPU side can be initialized with lesser capacity than VBO to allow
//! re-usage of shared buffer with fixed size between VBOs.
//!
//! You should use NCollection_Vec2/NCollection_Vec3/NCollection_Vec4 with appropriate length

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@@ -61,7 +61,7 @@ public:
//! Sets the coordinates of the lin aComponent.
Standard_EXPORT void SetComponent(const Handle(Geom_Line)& aComponent);
//! Returns the position of axis2 and positions it by
//! Returns the position of axis2 and positions it by
//! identifying it as the x, y, or z axis and giving its
//! direction in 3D space. The coordinate system used is right-handed.
const Handle(Geom_Axis2Placement)& Axis2Placement() const { return myAx2; }

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@@ -43,15 +43,13 @@ public:
Standard_EXPORT virtual Standard_Boolean IsOk(const Handle(SelectMgr_EntityOwner)& EO) const
Standard_OVERRIDE;
//! sets <myContour> with current contour. used by
//! IsOk.
//! sets <myContour> with current contour. used by IsOk.
Standard_EXPORT void SetContour(const Standard_Integer Index);
//! Adds an edge to the list of non-selectionnable
//! edges.
//! Adds an edge to the list of non-selectable edges.
Standard_EXPORT void AddEdge(const TopoDS_Edge& anEdge, const Standard_Integer Index);
//! removes from the list of non-selectionnable edges
//! removes from the list of non-selectable edges
//! all edges in the contour <Index>.
Standard_EXPORT void RemoveEdges(const Standard_Integer Index);